DrawPrimitive call.
- Beginning of VertexShader constants support into stateblock (only
stored, not captured yet).
- Fix compiation with nivdia GL/gl.h and mesa Gl/glext headers as
reported by Andrew John Hughes.
- One glActiveTexture/glActiveTextureARB missing.
- stateblocks to IDirect3DStateBlockImpl interface and moving into
a new file (stateblock.c)
- shaders to IDirect3D*ShaderImpl interfaces
- splitting vshader and vshader declaration as in dx9 into 2
interfaces (for future common layer use)
- vshader declaration code to a new file (vsaderdeclaration.c)
- device calls to new interfaces (redirect stubs)
Simple texture fix for a little regression after last Jason's patches.
Some caps code using the GL/glext.h defines (GL_VERSION_*).
- AddRef/Release where needed
- use IUnknown* instead void*
- fix many GetDevice using AddRef
- fix IDirect3DSurface8Impl_GetContainer using QueryInterface
- better traces
- specific input data filling function for vertex shaders using vertex
shader declaration (and not FVF ... maybe FVF will return for fast
path with simples vertex shader declarations)
- huge vertex shader fixes:
- add and fix many vs (1.0->2.0) used opcodes in complex shaders
- improvements to programs parser: parse comments, version, ..
- add a vertex shader input filler function (parsing vertex shader
declaration): almost complete
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
- remove non-esthetic c++ comments into c comments block ;)
- more more debug
- indent, cleanups
- trying to use DIFFUSE and SPECULAR for vertex shader
- many fixes
- integration with Jason's texture patch
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on
DirectX8)
- beginning of D3DX8 support the D3D8 utility API (very basic, only
the core header)
buffer).
- Texture mapping corrected if no real texture bound.
- Code now detects which opengl extensions are present - to be
extended later.
- More debug tracepoints.
- Add dummy textures so texture operations which dont reference the
texture can work.
- Support 2d and 3d textures properly.
- Reapply the texture state information as textures get set, as opengl
stores the state along with the bound texture whereas directx uses the
current state information during the draw stage.
- 3rd attempt to sort out lighting, for programs which dont set normals.
- Temporarily silence some unnecessary fixmes.